Kharydhor (3.5e Campaign Setting)/Ability Scores

Unlike most games, races in this world do not have bonuses and penalties to their starting Abilities. Instead, when you choose a race, you have a range certain stats must be in in order to qualify. To determine the range for any race, look at their usual Ability Adjustments. If the adjustment is a bonus, add the number to 11; this becomes the beginning minimum. If the adjustment is a penalty, subtract the number from 15; this becomes the beginning maximum.

For instance, let's say you wanted to make an elf. Elves normally have a +2 to Dexterity and a -2 to Constitution. Therefor your new elf must have at least a 13 Dexterity and your Constitution can begin no higher than 13. Half-orcs normally have a +2 Strength and -2 to Intelligence and Charisma. New half-orcs must have a minimum of 13 Strength and cannot start with more than a 13 Intelligence or Charisma.

Player characters generate ability scores using the Standard Point Buy from the Dungeon Master's Guide (page 169). While most NPCs will start with considerably less, player characters are heroes and so may spend 32 points.

If you do not have access to the Dungeon Master's Guide (which is not OGC and may not be reprinted) or another source that provides the chart, you may use the following scores in any order you choose: 16, 15, 14, 13, 10, 9